RaceRoom Racing Experience | Massive Update, Loads Of New Content

rallysmo

75RPM
Sep 7, 2013
91
85
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apparently yesterday they left all the new content avaible for testing and there was alot of people, sadly like ams2 something is missing and to next day/week racers dont comeback
 
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michelforest

500RPM
Mar 2, 2010
877
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The highlight, for me, is Watkins Glen. It's a great track no matter what car you drive. Brands Hatch is also great, of course.

I still feel like R3E is starting to show its age in certain aspects: the lack of weather effects and no real day/night transition. Also, there are still a few things that could be improved easily like a custom point system for custom championships. It's still a great game, but no longer my #1 choice.

What really sets it apart from other sims is the track selection, which is absolutely superb.
 

opmike

10RPM
Apr 25, 2014
17
57
32
For some reason, I now have to set my wheel rotation manually on my Fanatec CSW after this update. Anyone else having this issue? All my in-game settings and Fanalab settings are identical from before.
 
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Woffin

1RPM
Apr 20, 2009
9
3
Very happy with this update, lots of new stuff but lots of improvements to the existing stuff too...not just a livery pack and BOP refresh! That said, there's still a few kinks which need working out such as the new menu still being a little rough around the edges and the servers being a bit spotty.

What RaceRoom needs more than anything moving forwards though is a larger player base to fill up the ranked servers. iRacing has such a massive headstart on the online competition system side of things, but the way RaceRoom is headed is really exciting but...the servers are relatively empty at peak times, especially outside of Europe. There are no splits and the field spread can be quite large at times so the races often get quite strung out over time or become an exercise in incident avoidance.
 

2stains

1000RPM
Jan 27, 2016
1,224
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New UI helps with the triple tilt issue as you can fudge the numbers in game now. Not correct to my setup but passable while S3 get the stuff worked out.
-webmenu
Lots of crash to desktop though.
 
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fireballr18

250RPM
Mar 3, 2018
274
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Always had great fun and more than enough people to race when I played on the ranked servers. Will follow up this over the vacation when they are back.

I spent 4 hrs with the update yesterday + 35€ for new content and some liveries, I left out so far. I'm really happy about the progress of R3E. Physics changes are again a step forward and let R3E catch up to the best sims, mapping options enable more tactics during the race and make it more exciting. Really impressive. Group C cars are just brutal, now they show their true soul. BHGP and the Glen are awesome, fantastic job. New cars are second to none.

R3E turns out to become my fav sim. The diversity of tracks and cars combined with these great gaming modes, the best ai on the market and the philosophy to release content only after a high quality standard is reached proves the real passion of this team and how much they are focused on customers requirements. Way to Go, Sector 3!
Together with ACC, my sim of the year!
 

Avo77

250RPM
Dec 5, 2013
321
368
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Briefly tested two random cars (coming back to this sim since several months of inactivity) and, in general, physics seems quite nice.

The only problem I noticed is the inability to recover the car oversteer after a threshold. It feels fun and controllable also drifting a bit but it becomes uncontrollable all of a sudden.

I bit more progressiveness in the high sideslip region would be really appreciated and needed IMHO, at least for the cars I tested: DTM1992 and NSU.

On the NSU the issue is very pronounced and quite unexpected.

I'll try the other cars for understanding see if it's a general characteristic or it's limited to some cases.

The FFB on my G27 is quite bad... can you suggest some good settings for it (too many parameters for my taste)?
 

M D Gourley

1000RPM
Premium
Sep 17, 2015
1,654
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BTW, has anyone found the default set up now to be very understeery on most of the cars and all of the new content? Or is it me?
Agree...although if I got corner entry and exit right, the cars did not understeer...get it wrong and they understeer, reminded me of iRacing.
 
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F_B

1000RPM
Premium
Nov 27, 2013
1,346
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Can confirm the understeer, especially on corner exit. Tried the Formula Raceroom 90 and you wouldn't expect such behaviour on this car.

Other than that great update. Love Watkins.
 
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Oct 19, 2017
811
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The only problem I noticed is the inability to recover the car oversteer after a threshold. It feels fun and controllable also drifting a bit but it becomes uncontrollable all of a sudden.

I bit more progressiveness in the high sideslip region would be really appreciated and needed IMHO, at least for the cars I tested: DTM1992 and NSU.

On the NSU the issue is very pronounced and quite unexpected.
The new physics actually have an improved version right now, i assume, you would've been outraged by some cars, pre-update, in their slip-grip-fall-off :D

A bit of throttle, or a higher "Engine brake reduction" value (it's idle adjustment basically) often cures the slip-bin now. I was racing the 190E DTM recently and it's actually working well with a bit less diff lock at the power percentage.^^

The newer tyres and/or physics are a bit edgy still, but not at all in comparison, to what it was like, pre-update.

(I actually liked it before already, but it was definetly very edgy, especially some GT3 cars were unbelieveably prone to unrecoveralble spins with the wrong approach and early downshifts)

It's also very sensitive to tyre temperatures for some cars. (The Group 5 can be still "interesting" with colder tyres, for example...it makes sense, though.)

The FFB on my G27 is quite bad... can you suggest some good settings for it (too many parameters for my taste)?
Phew, i hope, i remember my G27 settings from back then at least a bit, but just try these ranges as a baseline for a test (no gospel, FFB settings in R3E are a life-task):

Force Feedback Intensity: 100% (yes 100...it's normal, what you might expect here, is actually adjusted with the "Steering Force Intensity" Value, it ensures, you use all avaiable force, provided by your wheel...such a confusing happy menu it is :D)
Smoothing: 0% (only if the FFB jolts too much for the poor little gears)
Force Feedback Spring: 0% (nono)
Force Feedback Damper: 0-10% (Preference, i don't think, the G27 really need it, it will probably not even start to oscillate)

Steering Force Intensity: 70-75% (basically the multiplicator for the overall steering force mix and affects all settings below.)
Force Feedback Minimum Force: 10-15% to start with (some logitech-Wheels need more, some less, they are like guitars, every model is a bit different :D)
Understeer: 25%
Vertical Load: 55%
Lateral Force: 50%
Steering Rack: 0% (this value is recommended to be left off now)

"Canned", but not useless effect additions:
Slip Effect: 10% (it gives a bit of "life" to the steering, it's a matter of taste, how much)
Engine Vibrations: 0%
Kerb Vibrations: 0-20% (you don't need it, especially for newer track releases, but why not...matter of taste)
Shift Effect: 0% (vertical load also often gives you shift feel, so not really necessary)
Collision Effect: 0% (the notorious ISImotor-JOLT. Highly recommended to leave it off, can even jolt your wheel over higher kerbs)
 
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Noel Spence

1000RPM
Mar 3, 2009
1,105
256
61
decided to buy the whole lot yesterday was quite enjoying it ,but today the game tells me i only own half of it ,unless they are updating something again but 8 hrs is a fair wait
 
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Oct 19, 2017
811
1,430
BTW, has anyone found the default set up now to be very understeery on most of the cars and all of the new content? Or is it me?
Can confirm the understeer, especially on corner exit. Tried the Formula Raceroom 90 and you wouldn't expect such behaviour on this car.
It's setup. You can make the cars way more pointy and prone to turn, if you want. (Tested the FR90 right now and there is plenty of room for it)

The defaults seem generally more on the more tame side now, as long, as you don't have a nervous throttle-foot.
 
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Mekonrider

100RPM
Oct 12, 2019
139
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Who needs throttle maps! I'm just a jump in and drive guy! (probably why I can't get near the top times LOL)

Driving-wise it doesn't feel massively different just maybe a bit grippier? My go to testing car is always the Deutschland 2019 911 as the lack of TC and ABS makes it something modern but yet something you can't disrespect. Sometimes it's hard to judge with stuff too easy or too hard to drive.
 
Oct 19, 2017
811
1,430
Who needs throttle maps!
Cars. :p
I think, what you mean, are the engine maps. (Try a group C car with engine mode 5 and tell me, you don't need this!!! :D)
Throttle map/torque map is the thing, that you can now generally experience on your right foot for each car individually.
Driving-wise it doesn't feel massively different just maybe a bit grippier?
Kind of... actually it isn't really grippier IMO (some cars are even harder to push on the same laptimes as before), but the edge of grip falls off more gradually in many cases now. (You will not spin a Porsche GT3-R at Bathurst as fast as before, for example)
 
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